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Observed: "active" unit logic happens even when game map is completely obscured

Open fire-eggs opened this issue 5 years ago • 1 comments

"Active" unit update logic is in GameMap.cs, HasUpdate(). See comment "// blink status". Add a "Console.WriteLine()" statement.

For instance, if the active unit is a settler:

  • console output occurs
  • user says "build city" - console output stops
  • build city animation appears
  • at end of city animation, city manager appears (fills screen)
  • console output restarts, continues until city manager closed

Probably need to clear the ActiveUnit property of GameMap.cs as soon as city build starts.

fire-eggs avatar Oct 06 '19 18:10 fire-eggs

Probably need to clear the ActiveUnit property of GameMap.cs as soon as city build starts.

OK, this won't be sufficient. The ActiveUnit is being updated in the background even if the City Manager comes up because the user clicks on a city.

Need to be able to check to see if the CityManager screen is active, and skip the drawing of the ActiveUnit.

fire-eggs avatar Oct 06 '19 18:10 fire-eggs